Each conflict has a tailor-made aircraft and ordnance list for each faction, as well as accurate options for ground assets like SAM sites and AAA.

Flight plan "bidding" system: Players must write a flight plan before the game starts, indicating when aircraft will enter and leave the game. Will you try to get your ground attack aircraft in before the enemy fighters arrive? or wait until later? Will you send your fighters in early because you know the enemy will try to get their bombing done early?

Complete air environment: Ground assets like AAA, SAM sites and various radars are an important aspect of the game, allowing weapons like the AGM-88 HARM to have a use and for SEAD flights to have a purpose.

Pilots can be shot down, wounded, captured by enemy ground forces, picked up by on-call SAR helicopters, or make their way back to friendly lines on foot. Rescuing downed pilots is important for victory.

4 Mission types to fly: Combat Air Patrol, Strike, Combat Search and Rescue, and Close Air Support. CAS missions will see an active land battle being fought while you attempt to support friendlies.

Detailed yet simple rules for Naval Vessels and Submarines. Naval Vessels can launch and recover helicopters and fixed-wing aircraft, and could potentially be caught unprepared for combat...

Forward Air Controllers, Recon, AWACS, AEW and Anti-Submarine Warfare aircraft all have a purpose in-game

Campaign System provided so each game can have an effect on the next: Wiped out all the enemy SAM sites? I guess you won't need to focus on SEAD as much any more!

Missile Threat is the culmination of 8 months of research and play-testing. Markers are provided for the various missiles, ground assets and ground forces, as well as naval vessel markers for the Falklands.

1. The minimum for a good, balanced game?
2. Maximum for a two player game?
3. Multi player games?

I am really looking for a game flexible enough to handle 10-20 aircraft a side, with a little more granularity than the Wings at War (Tumbling Dice - I like these for some larger games though), but not as complex as some other popular sets.

Thanks

Tom JSeptember 14, 2018 11:35 pm UTC

PUBLISHER

Hi Marcus:

1. 2 - 4 aircraft is around the minimum
2. There's no real limit, 4-6 aircraft each side will give you a ~1.5 - 2 hour game. Adding more aircraft will just increase the play time and the set up, as you need to get all the missiles and ordnance organized for each aircraft. 30 aircraft per side would be manageable as there is no off-table record keeping, and no pre-plotted movement.
3. You could easily have more than 2 players, although the game doesn't specify any ways to do this - having a player control a portion of a strike force for example. You could have 2 players vs 2 players, each player taking control of different elements within their team.
3 or 4 player free-for-all might be a bit odd historically, but there's nothing stopping you playing them :)

This game is designed for modern air combat, and is fairly granular with regards to tracking individual missiles and individual ground assets like radars and AAA, if you want something in the middle ground...See more between Wings of War and more complex rules (and that is designed for 10 - 30 aircraft per side), you could look at our WW2 rules - Lacquered Coffins:

Hi, was wondering how the solo rules compare to the main set? Probably end up getting both given the PWYW option but just wondered. Thanks in advance

Tom JAugust 26, 2018 9:41 am UTC

PUBLISHER

The solo rules just give you options for playing solo. They use exactly the same basics as the main rules, but give you options for randomly generating enemy aircraft and ground assets.
The mercenary air campaign allows you to play quite a different game of Missile Threat - managing a small group of mercenaries as they do missions and attempt to survive, buying aircraft and ordnance and hopefully getting paid if they complete missions...

Jason AAugust 26, 2018 9:54 am UTC

PURCHASER

Great, many thanks Tom

Chris BJuly 20, 2018 4:22 am UTC

What types of miniatures do you use for this game? Are there any paper miniatures that you recommend as a good fit?

Tom JJuly 20, 2018 5:19 am UTC

PUBLISHER

Hi Chris, we usually use 1/600 miniatures from Tumbling Dice, but 1/300 or 1/144 would work fine. You could look at the Junior General site for paper miniatures here:
http://www.juniorgeneral.org/index.php/figure/figureList/topdowns#91

As long as the size of the base is the same for each aircraft, the exact size doesn't matter too much.

Iliada Game Studio also have a few paper miniatures you could look at:
http://www.wargamevault.com/product/242466/F4-Phantom-

Chris BJuly 20, 2018 10:27 pm UTC

Thanks for such a fast reply. Is there any reason flat miniatures not on bases, such as those made by Paper Forge, wouldn't work?

Also, is there a way to see a list of aircraft that come with the game rules?

A protractor and a means to show speed and altitude (done with 2 d6 in the tabletop version).
Flats should work fine.

Tom JJuly 21, 2018 2:06 am UTC

PUBLISHER

Flat miniatures would work fine as-is, it would just mean that larger aircraft had a larger footprint for targeting purposes, and vice versa.
For a list of aircraft: Take every aircraft used in combat operations from 1960 - 2000, then remove any transport aircraft and tankers (although transport helicopters remain). Then add a few prototypes and more modern aircraft like the F-35 and Su-47. Every aircraft involved in every major air conflict from 1960 - 2000 should be covered, and If I've missed one, I supply the system by which stats and points values can be worked out (and I can add aircraft to the game and/or post their stats on the forum). There are 280+ different aircraft and variants included in the game so far, from the AM.3C Bosbok to the AH-56 Cheyenne, with all MiGs and F-'s in between!

Markers are included for missiles, game tokens, ground assets, naval vessels, radar arcs and a few more, all you need to play is a protractor and some dice.

Hope that helps :)

Jim CJuly 13, 2018 1:12 pm UTC

PURCHASER

I hosted a Vietnam scenario at Historicon 2018. Players were handling the the planes with little assistance within the hour. A comment was made on how historical the game felt. Everyone had a fun time- which is the end result!

June 18, 2018 6:22 pm UTC

On my wish list, but I'm not an air war table game aficionado so waiting for the sale (hopefully soon!).

How does this game deal with Shaw, Bonanni, et al. modern (post-F16/F15 world) BFM/ACM which basically comes down to aircraft aspect/signature and "turn". Given the name Missile Threat, it's the first thing that came to mind. Is this more focused on the raw Korea and Vietnam eras? I liked the video.

(as an aside, recommend anyone interested search youtube for the "Art of the Kill". Dated, but still great in my opinion)

Tom JJune 19, 2018 2:48 am UTC

PUBLISHER

Missile Threat does cover fighter maneuvers, including defensive breaks in order to break lock or evade missiles. There are also older maneuvers like Split-S and Yo-yos included.
The game covers all air combat from 1960 - 2000, so Korean War falls just outside that. You'll see the full list of conflicts/theaters in the description above - it goes all the way up to the 1991 Gulf War, Bosnia, and the Ethiopia-Eritrea conflict in 1998 / 1999.
The complete aircraft list also has more modern aircraft like the F-35 and Su-35, etc.

Jeff BApril 01, 2018 12:28 pm UTC

Just wondering if there is a way of adding/using strategic bombers in the rules such as the Vulcan B2 in the Falklands war and the B-52 in the Vietnam war. Very interested in these as you mention the South Africa border in one of the scenarios.
Cheers
Jeff

Tom JApril 01, 2018 12:33 pm UTC

PUBLISHER

Vulcans and B-52s are covered in the rules as-is. Pretty much everything involved in combat missions is covered. The only things left out are transport aircraft and rarer aircraft or those that didn't see combat.

So you're in luck! :)

Jeff BApril 01, 2018 1:27 pm UTC

Cheers Tom, hoping you have stats for the Mirage IV, can see a "What if SAAF Mirage IV bombing Luanda and further afield. Do you have plans to add transport aircraft?
Cheers again
Jeff

Tom JApril 01, 2018 1:40 pm UTC

PUBLISHER

No Mirage IVs, but there are stats for the Cheetah E and Cheetah D, as well as the usual AM.3C Bosbok, Buccaneer, Canberra, Impala I and II, Mirage IIICZ, Mirage IIIE, Mirage F-1AZ and Mirage F-1CZ.

No plans to introduce transport aircraft as they don't really serve a purpose in-game. Its all focused on the direct combat area, so things like tankers and transport aircraft are assumed to be just outside the area of the table, and ideally outside of SAM and AAA range...

Hope that helps!

Jeff BApril 01, 2018 1:54 pm UTC

Thanks again. Looks like i'll be getting a copy now. I'm sure i could come up with some Mirage IV stats.
Cheers.
Jeff

Tom JApril 01, 2018 2:01 pm UTC

PUBLISHER

Rules are provided for working out stats and points values, but I should really have the Mirage IVP covered, as they were used in Bosnia and Iraq it seems. Unfortunately with over 280 different aircraft its easy to miss one or two when doing the research! Sorry about that.

I will post the stats for it on our Missile Threat forum for you:
http://ostfrontgame.freeforums.net/board/13/missile-threat

Jeff BApril 01, 2018 2:05 pm UTC

No need to apologise. Really looking forward to getting these.

Stuart TMarch 18, 2018 11:48 am UTC

PURCHASER

Hi, is there a forum to discuss the game at all?

I like much of what I see within the rules but there are two specific things that concern me:
1) Missiles seem way too slow - specifically the Mig25 can outrun almost any missile with a minor turn since its base speed is 10. This is made worse because
1a) Missiles move first, and therefore are not flying a 'lead pursuit' course - they are aiming at where their target was, not where it is, further slowing them in some cases
Taken together, the fast stuff can literally outrun a missile which shouldn't be possible, or at least so easy.

2) HoJ missiles - I've never seen this represented in this way before. It seems strange they get an 'auto-lock' on ECM assets.
I understand the concept but I believe they would have been fired in a radar guided mode as a matter of doctrine.
Perhaps some might have had a backup mode, but the radar would have been the primary guidance for non-ARM missiles.
If this technology...See more were so effective, ECM would have been discarded decades ago.

And the Ostfront Publishing forum:
http://ostfrontgame.freeforums.net/

Missiles get to move twice before any aircraft gets to move, they move in the action phase, then again in the mandatory move phase, meaning a missile with a 7" move will easily be able to hit a MiG-25 as long as it's within 14". Later missiles are even faster, moving up to 24" before an aircraft gets to move.

The lack of lead pursuit is purely for simplicity, you will find it still works well and missiles almost never miss due to flying true pursuit.

HOJ of course would still require a radar lock in real life (or at least lock on after launch), but for simplicity we treat it the same as an IR missile, which would also require a few seconds from the pilot...See more to launch, but in game these quick actions are treated as free actions.
ECM can be quite powerful in Missile Threat, especially the later types, so HOJ is simply a way to counter this, as otherwise you may never get a radar lock.

Hope that clears some things up :)

Art BFebruary 25, 2018 12:50 am UTC

PURCHASER

Could this be played using a hex map?
Using the hex vertices could provide 12 turn positions (30 deg each) and each hex the same as 1 inch?
Really interested especially since you have added solo rules.

Thanks

Tom JMarch 18, 2018 8:39 pm UTC

PUBLISHER

Hi Art, yes you could play this on a hex mat, substituting 1 hex for 1" and approximating turns to the closest hex facing. Our WW2 air combat game (which uses the same basic mechanics) has been played with hexes in this manner.

Stuart HFebruary 16, 2018 10:35 pm UTC

PURCHASER

Just bought my copy of your rules. Can't wait to order some Micro Armor jets and start getting ready! In my brief skim over the rules so far I have one question - The Barrel Roll as a special maneuver .. is it correct that the plane would move BACKWARDS the distance it would have moved forwards otherwise? Maybe I misunderstand this point or the maneuver itself.... I could see it slowing down forward movement somewhat... Thanks for your reply ;)

Tom JFebruary 17, 2018 2:24 am UTC

PUBLISHER

This is correct, the plane can move backwards, but this is done after the mandatory move phase where aircraft have to move a significant distance forwards (The aircraft's Speed Bonus + their current Speed in inches). Even if the aircraft has no speed bonus, when conducting a barrel roll attack it will have a minimum net movement of 0 in the turn, and not actually move backwards. (So aircraft has no speed bonus and a speed of 4, it will move forwards 4" in the mandatory move phase. It can then do a barrel roll attack, making a turn and then moving backwards up to 4")
You are correct - the barrel roll represents a way to slow down while on the offensive, this maneuver represents the spatial advantage of putting some distance between you and the target in order to get the target inside your weapons engagement zone (outside the minimum range of missiles for example...)
Hope that helps!

Stuart HFebruary 17, 2018 3:54 am UTC

PURCHASER

Thanks, that helps! I will have more questions for sure, as I get into actually playing. The solo method play supplement will be much appreciated once you publish it also!

Tom JFebruary 17, 2018 3:57 am UTC

PUBLISHER

No problem, the solo rules shouldn't be far off, I just have a few tables to fill out. Perhaps a week away.

4351792084335776 SFebruary 07, 2018 4:36 pm UTC

PURCHASER

Hi, I just picked up Missile Threat and I've been reading through the rules. With some experience at air combat games (I co-wrote MiG KiLLERS and Wild Blue), I was very interested in seeing how you handled maneuver and energy. For a general, easy to learn and play game, MT fits the bill quite well. Oh, I have some issues with several of your maneuver estimates, but I think you've captured the essence of it. I'm looking forward to the mentioned supplements that hopefully will come out soon.

jeff FFebruary 04, 2018 6:30 am UTC

PURCHASER

Based on your video I'm leaning towards grabbing this. Are you on Discord? G+? We like to have a line on the designer for questions when possible. ;-)

Tom JFebruary 04, 2018 6:38 am UTC

PUBLISHER

Hi Jeff, yep we have an Ostfront Publishing discord you can contact us on, or message me directly there :)

https://discord.gg/ZZjsJ2s

jeff FFebruary 05, 2018 6:27 pm UTC

PURCHASER

Brilliant. Cheers!

jeff FFebruary 03, 2018 2:55 am UTC

PURCHASER

Hey there-

Inches and angles-off in the horizontal: does MT incorporate altitude abstractly or directly?

Is MT set up for chits or minis?

Is turn energy a factor?

Thanks in advance!

-jeff

Tom JFebruary 03, 2018 6:15 am UTC

PUBLISHER

MT represents altitude in 6 bands. Aircraft cannot attack other aircraft unless they are in the same band, or 1 altitude above or below. Aircraft can attack ground targets from up to altitude 3 for ATGM and altitude 4 for Bombs. Altitude is important for SAM ceilings, AAA ceilings, and also aircraft service ceilings.

The game was designed with miniatures in mind, but you could easily use chits. Anything with a square base would work.
If using chits, you might need to use an aircraft roster to keep track of ordnance, speed and altitude as the game is designed to have ordnance markers on the base of a miniature aircraft, and to track speed and altitude.

With regards to turning, all aircraft turn around the circumference of a protractor (usually ~4" in diameter, but any size close to this would work). Each aircraft has a "turn rating" which shows how many degrees it can turn before losing speed. Turning around a protractor makes this easy to see, as you start at the...See more 0-degree mark, and you'll be able to see how far you have turned so far.
Some aircraft are "Powerful" which allows them to ignore the first point of speed lost, and so could turn further than other aircraft of the same turn rating.

Have a look at the Introduction video above, it shows how turns work as well as the other basics of gameplay.

Hope that helps!

jeff FFebruary 03, 2018 2:29 pm UTC

PURCHASER

Muchly! I appreciate your time!

February 01, 2018 5:47 am UTC

Kindly show a sample of the rules (not the charts) in the preview.

Tom JFebruary 01, 2018 6:43 am UTC

PUBLISHER

Not sure what's going on there, I have the correct page numbers specified for the preview (should show an example of a missile being fired - no charts!), but for some reason the aircraft data lists from 100+ pages later are showing up. I've disabled the previews for the moment, hopefully when I re-enable it will come right. Sorry about that!

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